cp_birdwatch

CP cp_birdwatch a4

Yirktos

L1: Registered
Jun 7, 2015
10
4
cp_birdwatch - 5cp map with strong verticality

This map uses the 5CP gamemode. The (lightly) birdhouse-inspired geometry features high verticality and deep flanks.

Unorthodox features of note:
  • Badlands-style forward resupply
  • Non-standard round timer settings
I have played TF2 for thousands of hours, and fiddled with .bsp map editors for at least another thousand. That being said, this is the first map I've ever taken to playtesting in TF2.

Screenshot Gallery
 

Yirktos

L1: Registered
Jun 7, 2015
10
4
changelog_a3
Gameplay
o Flattened middle control point to make it more walk-able
o Added new ramp to turbine room's balcony on second control point area
o Removed connection between ramp-room and trench
o Adjusted health-pack sizes (ammo-packs unchanged)
o Adjusted round timer settings
o Equalized re-spawn times (overall decrease)

Graphical
o Added patches under health-packs
o Increased brightness of ambient lighting
o Adjusted doorway between ramp room and shed on mid

Technical
o Cleaned up intersecting brushwork
o Added smooth clipping to curved staircase in turbine room
o Added clipping to rock at mid to prevent players from becoming trapped

Read the rest of this update entry...
 

Yirktos

L1: Registered
Jun 7, 2015
10
4
I promise I'll try to address some of the sightlines in the next update;
I haven't seen them be as relevant in testing/gameplay as other problems.
 

Yirktos

L1: Registered
Jun 7, 2015
10
4
changelog_a4
Gameplay
* reduced size of ramp-room window
* slightly lowered staircases and platforms in ramp-room
* adjusted placement of props on second-point area
* adjusted wall placement on middle-point area
* modified shed on last to be more useful
Graphical
* added additional signage
* added props to match light entities
* adjusted displacement geometry around second-point area

Read the rest of this update entry...